IEEE 802.11 WLAN uses CSMA/CA(Carrier Sense Multiple Access/Collision Avoidance) method in MAC(Media Access Control) protocol, and through the carrier sense checks whether other users use the channel during the data transmission to avoid the data collision. Currently, IEEE 802.11 standard recommends the use of a fixed threshold which gives an impact on carrier sensing range. However, the existing scheme using the fixed threshold causes the operation of network to be inefficiency owing to the mobility in MANET(Mobile Ad hoc NETwork). In this paper, we found the better network throughput to be obtained by applying the proposed scheme, which chooses properly the carrier sensing threshold and transmission rate considering SINR(Signal to Interference-plus-Noise Ratio), to the MANET.

This study proposes the evolution model of emerging media platform including smart media (M-IPTV, Smart TV) and IPTV, through a spiral evolution model based on the theory of the exploration & the exploitation. Authors suppose that the IP media evolved from IPTV technology, evolution of which has come through the development model of serial circular process. For explanation of this evolution, we propose the research model integrating the spiral model and the exploration & exploitation theory. Researchers define the smart media as the evolved media from IPTV, through this proposed model. We expect this model to be the theoretical base of media regulation and setting direction of future media service. Thus, this research are summed up as follows. To begin with, we classify the evolutionary stage of IPTV from the view points of service feature, regulation frame and technological characters. Secondly, we organize and confirm the research model of IPTV evolution through case analysis of the 3 cycles of each evolutionary stage. As a result, discussion of this study helps understanding mobile IP media and smart media as a post IPTV and leads the solution of various regulation issues and the development of the innovative media service and content. In addition, it can guide the government for the evolutionary direction to promote the media and the content industry.

VOD Service, which has established a solid foothold as a profit model of digital broadcasting companies, is emerging as a key application of the N-screen technologies and services. In the circumstance, broadcasting companies are trying to promoting their VOD services by providing mobile services for improving the VOD service usability. The paper introduces a VOD mobile app (of a domestic digital cable broadcasting), which includes the functions of promoting the VOD programs and events printed on a VOD guide book, directly transmitting the information (e.g., book-marking and remote-control signals) to a set-top box, and watching the video contents stored in the mobile device on TV.

The general octree structure is common for various applications including computer graphics, geometry information analysis and query. Unfortunately, the general octree approach causes duplicated sample data and discrepancy between sampling and representation positions when applied to sample continuous spatial information, for example, signed distance fields. To address these issues, some researchers introduced the dual octree. In this paper, the weakness of the dual octree approach will be illustrated by focusing on the fact that the dual octree cannot access some specific continuous zones asymptotically. This paper shows that the primal tree presented by Lefebvre and Hoppe can solve all the problems above. Also, this paper presents a three-dimensional primal tree traversal algorithm based the Morton codes which will help to parallelize the primal tree method.

In this paper, we propose a new audio forensic marking system for protecting the copyright of the Internet-based music streaming services. In the proposed method, in order to guarantee the QoS of the streaming service, high speed, and generates a forensic mark inserted MP3 file. We make pre-marking process and generate a new forensic marked MP3 file, a combination of the pre-marked MP3 frame, the inserted user information. Experimental results show that the proposed method satisfactory results robustness and imperceptibility, and real-time properties. In addition, we were confirmed that the real-time embedding and detection from the streaming-based audio forensic marking system that has been implemented on the server/client is possible.

In the era of big data, algorithms for the existing IT environment cannot accept on a distributed architecture such as hadoop. Thus, new distributed algorithms which apply a distributed framework such as MapReduce are needed. Lloyd`s algorithm commonly used for vector quantization is developed using MapReduce recently. In this paper, we proposed a decombined distributed VQ codebook generation algorithm based on a distributed VQ codebook generation algorithm using MapReduce to get a result more fast. The result of applying the proposed algorithm to big data showed higher performance than the conventional method.

Malicious codes uses generic unpacking technique to make it hard for analyzers to detect their programs. Recently their has been several researches about generic packet to prevent or detect these techniques. And they try to focus on the codes that repeats while generic packing is doing compression because generic packing technique executes after it is decompressed. And they try to focus on the codes that repeats while generic packing is doing compression because generic packing technique executes after it is decompressed. Therefore, this makes a interesting performance which shows a similar address value from the codes which are repeated several times what is different from the normal program codes. By dividing these codes into regularly separated areas we can find that the generic unpacking codes have a small entropy value compared to normal codes. Using this method, it is possible to identify any program if it is a generic unpacking code or not even though we do not know what kind of algorithm it uses. This paper suggests a way of disarming the generic codes by using the low value entropy value which comes out from the Opcode addresses when generic unpacking codes try to decompress.

Multi-touch technology with the development of IT technology, various forms of recognition technology is positioned as the technology is one. A computer and a human action virtualization technology needed to design a natural interface while haneundedo influence. Human-computer interaction possible through intuitive to many users being able to reach without having to learn the sensory capabilities, will be useful if you could use. This paper presents the design of interfaces to the smart table environment to a conventional multi-touch touch-based, real so that you can use your finger to all the purposes. Growing day by day through the ubiquitous electronic blackboard, desk, furniture and electronics industry is actively being made by IT to incorporate multi-touch based interface because the design is expected to be important. Not far in the future, new ways of learning environment by combining modernization and smart table for meeting various IoT not only affect the environment looks anticipating.

This study investigates the worlds most favorite SNS, the Facebook, with the theory of Empathy, that there will be an effect to users due to their characteristics. We approach the data scientifically with using an Eye tracker, by analyzing the vision and attention of users of Facebook with stimuli of whether it`s an image or text filled contents in newsfeed of Facebook. With the result of an eye tracker, we cross analyzed with General Empathy Scale to compare that users limit of feeling of empathy gave effect on contents of Facebook. Discussion and implications are discussed in terms of empathy.

Recently webhard services in various applications have been notably increased. In order to adopt some webhard functions into the existing application platform, however, a lot of manpower and cost is necessary. In this paper, we propose webhard API based on cloud storage for building and extending the webhard functions. The proposed system consists of three layers: application, web-hard server, and storage server in which each layer provides its API independently. It is enable the developer to easily extend the webhard functions to the application by using only HTTP request, which provides no limitation of the programming language. Because our webhard API is running on the virtualized cloud storage, it is possible to easily extend the storages and to reduce the maintenance cost. In this paper, we implement all the webhard API and then show the result of adopting the API to a prototype groupware system.

Computer game addiction generally signifies excessive or unhealthy inclination for computer games. Game addicts spend great amount of their time engrossed in playing games while neglecting the real world. They have the tendency to neglect important responsibilities and isolate themselves from others. Instead, they place greater importance on their status, performance, and achievement in games. Virtual stores, virtual libraries, virtual cinema, virtual trade shows, virtual schools, virtual characters have been emerging due to the popularity of the internet. An ambiguous term virtual reality has appeared in addition to the word virtual. There also appeared alien and UFO syndrome. Such social phenomenon has brought about confusion of reality and virtual world in which things that do not exist are mistakenly believed to exist. This study focuses on virtual reality games and provides an assessment of the causes and the side effects of game addiction and proposes countermeasures.

Recently, cloud computing has been affecting academic information system buildup. When university academic affairs information system is designed with cloud computing, it is very important to estimate the adequate processing capacity for the cloud computer taking into account a waste of resources and the quality of service. Cloud computer`s processing capacity to meet the quality of service expected by users should be predicted based on users` transaction patterns and resource requirements characteristics. In this paper, we analyze actual traffic patterns occurring in university academic affairs business and propose a method to calculate the optimal processing capacity for cloud computer to satisfy the given average response time. To justify our research, we apply the research results to a real university academic affairs business case and obtain the optimal processing capacity for the integrated academic affairs business.

4K high speed camera shooting enables shooting of fast subjects in Full HD 4 times resolution without motion blur due to increase in resolution and shutter speed. However, this shooting incurs several limitations including focus, intensity of radiation and increase in data quantity. As lack of intensity of radiation may occur due to increased shutter speed, it is shoot by opening aperture and limitation in focusing follows. In addition, there is limitation in shooting records since it has restriction in storage due to increased resolution and frame rate. In this regard, this study aims to analyze the limitations shown above through production case of 4K high speed camera (Phantom Flex 4K) and to design effective workflow to overcome this.

In this paper, we proposed the low power algorithm consider the battery and the task. The proposed algorithm setting the power consumption of unit time consider the capacity of the battery and the target time. Calculate the power consumption of all tasks. Calculate the average power consumption by the task have maximum power consumption and the task have minimum power consumption. Recalculate average power consumption consider the unit time of task. Compare calculated average power consumption and average power consumption of task. Compared results, low power algorithm processing the average power consumption less than or equal calculated power consumption of task. Low-power algorithm is greater than the average power consumption of the task to perform targeted tasks. Low-power processors and the task by dividing the power consumption of the device in large part for the low-power consumption is performed. Experiments [6] were compared with the results of the power consumption. The experimental results [6] is reduced power consumption than the efficiency of the algorithm has been demonstrated.

This study seeks to validate the development and the effectiveness of a web-based online education program used to enhance communication skills of college students. Communication skills are important skills demanded of college students seeking employment that play a significant role in self-introduction, presentations, interviews, and continuous interaction in the workplace. 105 students in the third and fourth year of D University were selected for the experimental and control groups in which the experimental group met once a week for one semester in 2013 for a total of 16 weeks(twenty minutes) while the control group was left untreated. The variable of effectiveness for the results of this study was based on the criteria of communication and performance behavior skills. The results show that the communication skills and performance behavior skills proficiency of the experimental group compared to the control group, have made dramatic improvements. Therefore, the web-based communication skills training program for college students was found to be effective in the enhancement of the communication skills of college students. For the future, we expect further sustained development of various effective capabilities programs along with the promotion of web-based online education.